Kryx RPGThemesCreatures

Sand Elemental

Large elemental
Challenge
5

STR
3
DEX
4
CON
4
INT
−2
WIS
0
CHA
1

114
12d10+48
18
Soak
1
Fort
+5
Ref
+4
Will
+1
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Speed 8 m., burrow 5 m.
Skills Insight +0 (11), Perception +0 (11), Primal +3 (14)
Senses darkvision 10 m., tremorsense 10 m.
Languages Terran

Maneuvers. The sand elemental uses maneuvers (maneuver save DC 15). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, knockback, spring attack, sturdy stance

Sand Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2 centimeters wide without squeezing.

Spellcasting. The sand elemental uses Primal (Cha) to cast spells (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 6th-level spellcaster): dune hammer, mold sand, sand spew

1 mana: desiccate, destroy water, locate water, sand body, sand cloud, sand walk, sandblast, slipsand

Actions (2)

Slam. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 13 (2d8 + 4) bludgeoning damage.

Deserthomebrew

Maneuvers

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.